Mythic Painsmith Raznal Boss Guide

July 27th, 2021

Written and produced by Crzypck

Special thanks to our consultant: Tagzz

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Disclaimer: This guide assumes you know and understand how to defeat the heroic encounter, and as such will not be talking about basics of the boss itself. This is intended to teach you the differences between heroic and Mythic, and how to defeat the Mythic version. If you need a refresher on the basics of the encounter, please visit our heroic guide. 

Mythic Changes

  • Echos of Pain
    • Whenever a weapon throw occurs, all players with Shadowsteel Chains ALSO shoot Spikes in a cross shape
    • These spikes WILL break Traps
  • Spikes now 1 shot if hit
  • Traps also buffed – the damage taken increase is 500% now instead of 200%. Means popping 2 traps within 1.5 seconds is an instant wipe
  • During the intermission, you’ll get sets of Spiked Balls rolling from one side of the room, than the other
    • These are perpendicular to the waves of Spikes coming at you
    • The Balls have space between each of them that you can safely run to
  • During the intermissions, there will always be exactly 1 wave that does not have any openings to run through safely
    • There are 9 waves of Spikes total
    • The wave with NO opening is always wave 5
  • Shadowsteel Horrors
    • Adds spawn at the end of the intermissions, spawning from the last set of red swirlies
    • These cast Final Scream, a 12 second cast. If cast completes, you wipe
    • Cast cannot be interrupted, must kill all the adds before the casts complete

Strategy

  • Let’s preface this a bit – this encounter is the wall of this raid. You will wipe, a lot. It’s very easy for a pull to fall apart, and even easier for someone to die
    • This fight has a lot of personal responsibility. Moving the Shadowsteel Chains to the right spots, dodging spikes, placing traps properly, killing the correct Spiked Ball, etc. There’s a lot of things each player needs to learn and do properly
    • Don’t expect this to be a 15-20 pull boss. Hunker down, and take the time to learn the fight properly
  • Comp – 2 tanks, 4 heals, 14 DPS
  • Shadowsteel Chains & Spikes
    • We recommend putting 3 markers down in a diagonal line at the middle of the room

  • The Yellow, Orange, and Purple will be the locations for players affected by Shadowsteel Chains to stand on, when the boss is throwing his weapon at the tank
    • Your DBM or BigWigs should mark the players with Shadowsteel Chains. Run to the marker that matches what the addon assigns you
  • By doing this, you’ll contain the spikes to the center areas of the room, leaving yourself completely open and safe corners

  • Phase 1 – 100%-70%
    • This is the easier part of the fight. Use it to learn & practice positioning of the Shadowsteel Chains
    • During this phase, pull the boss to the bottom-left corner of the platform
    • When the tank gets targeted for the weapon throw, run to the exact opposite corner of the platform – the top-right
    • You’ll get Spiked Balls forming right after the weapon throw, so make sure you’re paying attention
      • These can spawn right in the corner your raid is at, if that happens start attacking the closest ball to the edge, kill it asap, and run through the opening
      • Backpedal as necessary so you don’t get run over
    • Drop the Flamescale Traps along the edge of the platform, in the corner the raid is standing
      • Have either the raid leader, or someone else reliable, pop them about 2 seconds apart, ensuring the raid is stable

  • It’ll take several pulls to get used to all of this, and see the variations of spikes vs spiked balls. Don’t be discouraged wiping in Phase 1, it’s just part of progging this fight
  • You should be careful about your push timing
    • A set of Spiked Balls spawns at about 1:42. You want to either push ~5s before this, OR after you’ve killed one ball and let the rest roll through the platform, around 2:00 or so
    • Basically, either beat the set of Balls, or hold DPS until you’re safely cleared from them
  • Intermission
    • Here’s where the fun begins
    • Put a warlock gateway as shown below, we’ll talk about it later

  • You’ll get two sets of Spiked Balls during the intermission, one from each side perpendicular to the waves of spikes
    • These happen between waves 1-2, and between waves 5-6
    • They roll slowly, so you’ll need to run through them several times for each wave, as needed to get to the open spots in the spikes
    • Use movement abilities throughout this phase, like Wind Rush Totem and Roar

  • Wave 5 will not have a safe spot opening
    • You’ll need to use some sort of tech to get through it
    • You can use things like Blink, Warlock Portals, Heroic Leap, and Soulshape to go through them
    • Demon Hunters can double-jump off the side of the platform, then Glide back on around the spikes
      • You can also do this with Goblin Rocket Boots, or with Disengage etc
    • Paladins can just bubble themselves
    • If you have absolutely no way whatsoever to get through this wave safely on your own, you’ll need a BoP to survive

  • As Wave 8 is coming at you, the raid should move near the southern part of the warlock gateway you set up
    • Wait until wave 9 has spawned and started moving, then the entire raid should click the Gateway simultaneously
    • This’ll shoot everyone up to that northern gateway, safely through waves 8 and 9
    • As you land, the adds will all spawn at that location, nice and cleanly grouped up for you to AoE
    • As an added benefit, as the boss jumps back onto the platform to fight you, he’ll land right in the middle of your AoE clump!

  • Phases 2&3
    • These are just repeats of Phase 1, but with the addition of the radiating Spike line from where the weapon throw lands
    • Watch your feet, make sure you step over the lines
    • There’s various times where you’ll get tight on space between the Spikes and the Balls, so be careful
    • Succeeding in Phases 2 and 3 is largely about getting used to the flow of abilities, and understanding how to adjust
    • We recommend as a baseline, that the raid be grouped in the top-left corner, with the tank bringing the weapon throw to the bottom-right corner
    • However, you may need to adjust due to Spiked Balls, forcing the raid to move down to the bottom-left corner, and the tank to go top-right
      • There really isn’t a lot to say here about that, you need to experience it a few times and get used to it
    • You should Bloodlust at the start of Stage 3, while you’re AoE’ing the adds, and then turn and blast the boss
    • Make sure whoever your Trap breaker is, is watching the debuff timer and where the spikes are. Do not under any circumstances let 2 traps explode at the same time, it’s just an instant wipe
    • This is an execution fight. It’s not necessarily difficult for to handle each mechanic, but every player in the raid will have to get used to having teh Shadowsteel Chains, where to go, how to position, how to maneuver around spikes & balls, etc. Expect a high pull count on this fight
  • Healer Stuff
    • There’s a lot of damage going out this fight, and allocating your CDs properly will help cut down on random deaths
    • In Phases 2 and 3, the weapon throws actually do substantial raid damage, so that’s the ideal time to use stuff
    • Use Raid CDs like Rally and Devo Aura for the tank weapon throws when chains are also out
      • Use location-based CDs like barrier, AMZ, or Spirit Link for weapon throws when there aren’t chains out, especially when you’re working on popping traps around the same time as the throw

Changes to COL.CS; Welcome es3tag and Peacemaker!

July 23rd, 2021

Today, Complexity announces several changes to our CSGO roster, including two exciting additions!

First, we welcome Patrick “es3tag” Hansen to the squad. Formerly of Cloud9 and Astralis, the Danish star will add additional firepower to the roster. Next, we welcome Luis “peacemaker” Tadeu  as our new Head Coach!

Lastly, we are announcing that Will “Rush” Wierzba has been moved to the inactive roster while we look to find him a new home. We’d like to thank him for everything he has brought to the organization during his time here and wish him the best of luck going forward.

Join us in welcoming the new members of COL.CS to the Complexity family! Thanks, as always, for your support.

#WeAreCOL

Mythic Soulrender Dormazain Boss Guide

July 17th, 2021

Written and produced by Crzypck

Special thanks to our consultant: Tagzz

← Back to Guides
Disclaimer: This guide assumes you know and understand how to defeat the heroic encounter, and as such will not be talking about basics of the boss itself. This is intended to teach you the differences between heroic and Mythic, and how to defeat the Mythic version. If you need a refresher on the basics of the encounter, please visit our heroic guide. 

Mythic Changes

  • New add, Mawsworn Overlord
    • Larger versions of the regular adds
    • Has a circle around him. Any other adds within the circle are buffed with Defiance, making them immune to crowd control and deal 200% increased damage
      • Important note here – this does NOT REMOVE existing crowd control. It only prevents NEW crowd control
    • This add cannot be gripped or knocked back, must just be burned down
    • Additionally, if the Overlord reaches Garrosh, it grants Defiance to ALL Agonizer adds, super bad news bears
  • Torment hurts a lot more, you just die now
  • Warmonger Shackles hurt a shitload more now too, need to plan out timing of popping them
    • Hellscream is only a 25 second cast on Mythic. If a tick goes off, you’ll wipe
  • Echoing Screams got buffed, passive 4k shadow every 2 seconds to the raid
  • Ruinblade forces tank swap each cast now

Strategy

  • The primary bits of difficulty here are dealing with the adds properly, and the Warmonger Shackles. Both require a good deal of coordination.
  • Comp – 2 tanks, 5 healers, 13 DPS
  • Bloodlust on pull
  • Tanks need to swap after each Ruinblade
  • Adds
    • You’ll want to have multiple players with knockbacks and/or grips in your raid
    • As soon as the adds spawn, isolate the Overlord
      • Use those knockbacks or grips to move smaller adds away from the Overlord
      • Stack up the Agonizers, away from the Overlord
      • Stack your Brands of Torment on the Overlord, and blow it up as fast as possible

      • As soon as the Overlord dies, everyone should swap and annihilate the Agonizers
        • Bring the Brands of Torment on top of the Agonizers for the damage buff
        • You may get a Torment while you’re trying to kill adds. Keep them slowed / CC’d if this happens
    • Make sure you always have slows applied to the Agonizers
    • Utilize Brands of Torment to their fullest. Always double stack these on whatever you’re killing – the extra damage is incredibly powerful
    • As a note – you CAN hard-CC the Agonizers. Freezing Trap, Imprison, etc will work. Doing this is better than just a slow, so hard-CC them when possible 
      • You can see this in the gif above
  • Warmonger Shackles
    • Assign groups of 3 for this before you pull. You can NOT do this twice during the same fight. 
      • Plan for 6 sets of Shackles, meaning 18 people need to yoink chains
      • Assign every player except your 2 tanks
      • In your assignments, specify which shackle each player is doing – left, center, right
    • When these come out, everyone in the raid should stack near the center of the room
    • Drop a Warlock’s Gateway from the middle Shackle, to the back of the room
    • The assigned 3 person team should all click their Shackles, and wait for the RL to call out
    • Have these people click the gateway, which’ll shoot them to the back of the room & break their Shackle
      • Raid Leader calls out which player goes when. Ensure there’s enough time between breaks for the healers to stabilize the raid

    • Pop DR cooldowns during this. Barrier, AMZ, Devo, etc. This’ll help keep the raid healthy
    • Get through all 3 Shackles as quickly as possible, because if Hellscream gets a tick off, you wipe
  • The real pain in the ass is that you can have Shackles overlap with adds
    • When this happens, obviously still kill the adds, but prioritize getting Shackles done ASAP
    • You can survive being slow on adds, you cannot survive being slow on a Shackle
    • This overlap always happens at 4:20. See GIF below for example

  • Aside from that, don’t mess up heroic mechanics. Dodge swirlies, dodge Torment, survive the dance, etc.

Mythic Remnants of Ner’zhul Boss Guide

July 17th, 2021

Written and produced by Crzypck

Special thanks to our consultant: Tagzz

← Back to Guides
Disclaimer: This guide assumes you know and understand how to defeat the heroic encounter, and as such will not be talking about basics of the boss itself. This is intended to teach you the differences between heroic and Mythic, and how to defeat the Mythic version. If you need a refresher on the basics of the encounter, please visit our heroic guide. 

Mythic Changes

  • Shatter causes the piece of armor that fell off, to duplicate specific casts the rest of the encounter
    • 80% = Helm
      • The helm will float around the room, and duplicate Suffering
      • Every time the boss casts Suffering from this point, the Helm will target whoever is closest, and cast a second Suffering
      • While this can be dangerous, it can also be useful to aim & pop extra Orbs of Torment
    • 60% = Gauntlet
      • Duplicates Grasp of Malice
      • Shoots a fourth line every time Grasp of Malice occurs, aimed in a random direction
      • Need to keep a close eye on where the floating Gauntlet is, as the extra line reduces how much safe space you have
    • 30% = Rattlecage (chest)
      • Duplicates Malevolence
      • Puts a third Malevolence orb on top of the floating chestpiece
      • Cannot dispel this, it just explodes & knocks back after 21 seconds
      • Have to pre-position this using timers, stand as close to the chestpiece as possible, with your back towards the largest section of the room available
  • Orbs of torment come out in pairs of 2, and their random AoE damage is increased substantially
    • These actually become the largest source of raid damage for the encounter, so falling behind on orbs can easily wipe you

Strategy

  • Comp – 2 tanks, 5 healers, 13 DPS
  • Early on, the fight starts the same as heroic
    • Changes start when he hits 80%, and the first Shatter occurs
    • Basic things stay the same – don’t get hit by swirlies, don’t get hit by Grasp of Malice, don’t die to Suffering, etc
  • However, we do recommend one relatively major change – how you handle Malevolence
    • Instead of dispelling one at a time, bouncing all over the place then recovering and repeating, we instead recommend dispelling BOTH at the same time with Mass Dispel
    • Have both players with Malevolence basically stack together near the edge of the room
    • Each MUST have their back facing towards the middle of the platform
    • The rest of the raid must still move towards the Malevolence players
    • Once everyone is in position, have a priest Mass Dispel, which’ll remove both debuffs at the same time
    • This’ll actually just cause the knockbacks to happen simultaneously, as if only one was dispelled
    • By doing this, you’ll only get knocked back that once, and have full control over timing and location
    • The damage from this does hurt a fair amount, so you’ll want to pop a raid CD to keep everyone stable
    • A note here – the further outside player does NOT always get knocked towards the middle, and sometimes instead gets knocked outwards off the edge
      • To combat this, always make sure of the debuffed players, the outside person has some type of displacement ability
      • Blink, Disengage, Shadowstep, Warlock Portal, etcw

  • After the 80%, you’ll want to carefully position whichever tank isn’t holding the boss, to be closest to the Helm right before Suffering
    • This’ll help ensure that tank is the one targeted, allowing you to aim the lazer at will
    • If there’s no extra Orbs of Torment you need to zap, shoot the lazer off to the side away from the raid
    • If there ARE Orbs that the primary lazer from the boss won’t hit, try to position yourself to shoot it

    • The rest of the raid needs to keep a close eye on where the Suffering lazers are aiming – do not get yourself hit
    • To that end, we recommend putting raid markers on your tanks so the rest of the raid can more easily identify where the lazers are going
    • This’ll be a recurring thing the rest of the fight – make sure to pay attention
  • At 60%, the Gauntlet breaks off. From this point on, whenever Grasp of Malice is cast, you’ll get a fourth line on the ground, but decentralized
    • The Gauntlet just floats around, so this extra line can come from anywhere and face anywhere
    • Just need to pay attention
    • We’ve included two examples of how the Gauntlet’s extra line interacts below:

  • From here, you’re playing rinse and repeat until the 30% Shatter
    • Run Malevolence out together, Mass Dispel when called
    • Dodge swirlies
    • Dodge Grasp of Malice
    • Don’t get hit by Suffering
  • An absolutely vital part of your success here is handling the Orbs of Torment
    • Remember, these put out debuffs on the raid. 
    • On Mythic, this ticks for 8700 damage every 3 seconds, lasts 12 seconds
    • 3 debuffs go out at a time, per orb
    • Each orb sends new debuffs every 6 seconds
      • There’s also a 6 second waiting period before the first debuffs
    • Because of how quickly these go out, and how much damage the debuffs do, ensuring you properly hit the Orbs with Suffering, then kill them ASAP, is paramount to your success on this boss
    • If you miss orbs, and end up with 4 up at the same time, you’re all but certain to die
    • And don’t forget, even AFTER you kill the orb, it’ll keep casting Torment until you yeet it off the side
    • Make sure to communicate as a raid when you’re going to throw an orb off, vs when Malevolence is about to be dispelled. You don’t wanna get knocked off the edge accidentally
  • Once you reach 30%, pop Bloodlust immediately
    • Dodge the swirlies from Shatter. You’ll have 3 waves of them come out here, covering most of the room. Watch your feet

  • By this point in the fight, the Aura of Spite is also ticking hard as hell. 
  • You’ll want to use DR healer CDs whenever Malevolence is about to be dispelled, as the damage from that plus Aura of Spite can easily kill people
  • Watch your timers. When the extra Malevolence has ~3s left before exploding, position yourself underneath it so you can control where you’ll be knocked back

  • Once lust falls off, don’t be afraid to pop healer throughput CDs as needed here, keep the raid stable
  • Dodge the swirlies that keep coming out, dodge the Grasp of Malice, don’t get lazered, and go collect your purples

Mythic The Nine Boss Guide

July 17th, 2021

Written and produced by Crzypck

Special thanks to our consultant: Tagzz

← Back to Guides
Disclaimer: This guide assumes you know and understand how to defeat the heroic encounter, and as such will not be talking about basics of the boss itself. This is intended to teach you the differences between heroic and Mythic, and how to defeat the Mythic version. If you need a refresher on the basics of the encounter, please visit our heroic guide. 

Mythic Changes

  • Fragments of Destiny now occurs the entire fight, instead of just phase 2
    • Also, 4 debuffs go out each time instead of 3
  • Phase 2 starts at 20% HP on one of the first bosses, instead of 15% in heroic
  • Skyja’s Word of Recall will now also call Kyra or Signe, making whichever is called use their 100 energy ability, meaning Wings of Rage (the suck + explode), and Reverberating Refrain (the push + explode)
    • These alternate each Word of Recall
    • Occurs every 37 seconds
    • Kyra first, then Signe, then Kyra, etc
  • Failing a Wings of Rage or Reverberating Refrain will 1 shot you
  • All the regular Val’kyr abilities are amped up. Failing any is just bad news bears and likely results in your death, or a wipe.
    • Meteor should go to melee, don’t ever miss a soak circle, don’t ever get hit by someone elses circles, don’t get hit by a line, move the boss out of the shield
  • After Skyja lands, she’ll cast Resentment on the raid about every 24 seconds. This has 12 seconds of uptime, and ticks hard as hell
    • This makes up the vast majority of damage in the fight, and you’ll be ticking down half the time Skyja is in the fight

Strategy

  • We recommend 2 tanks, 5 healers, and 13 DPS
  • Use Bloodlust either on pull, or as soon as Skyja lands. Both are viable, do whatever works best for your guild
  • Nothing really changes in stage 1 from heroic, outside the fragments of destiny
    • To handle these, we recommend having all 4 affected players run to the edge of the room together
    • Your raid leader should pick 1 person who’ll be the final player with debuffs, meaning the person the puddle drops from
    • Dispel the other 3 players one at a time, ensuring the debuff jumps on someone who still has stacks, ideally onto the assigned person
    • Take it slow, make sure to end with all 4 stacks on one person
    • Your raid leader, or the healing officer, should really be in charge of callouts for this. Who’s dispelling who, when. Don’t just yolo it, or you risk wasting time with extra jumps from the debuff

  • Once Skyja lands, blow up Kyra and Signe as quickly as you possibly can
  • As you kill off Skyja, you’ll go through a lot of different combos of the Val’kyr abilities. Some overlaps are far more dangerous than others
    • There are some overlaps that are very dangerous, so we wanted to touch on them
  • Bad overlap (2:35) – Big Bombs & Shield
    • While in a vacuum, having a couple people with giant purple circles running away, at the same time the raid has to move for the shield, isn’t too big a deal

  • However, you can get this Word of Recalled, replicating it. This means moving away from a second shield, with more giant bombs to run away from, all while the raid is ticking down from Resentment. That much movement = bad time. Blow a healer throughput CD when this happens to help keep the raid stable
  • Bad Overlap (5:00)
    • Soak circles + small bombs + Meteor
    • This is just dangerous as hell. You’ll have the 4 soak circles, the small bombs, and the meteor
    • Just sacrifice the Meteor target tbh, you didn’t need them anyway
      • If you’re lucky, this target will be an immunity class and they can pop that
      • If you WANT to try and deal with this meteor, it’s spicy. 6 people get small circles, plus 4 small soaks, means only 10 people are left to help soak including the target. Bring the meteor to melee, and everyone who is left to help, collapse and help
      • Or, to reiterate, sacrifice the person and brez them if you need them
      • In the gif below, we got lucky and the meteor was on a pally, who bubbled. We would have sacrificed them otherwise.

  • Because of Resentment, once Skyja has landed, the raid damage stays pretty damn high. Any time heavy movement is required, and the healers start to fall behind, don’t be afraid to pop a CD
    • The Kyra or Signe Word of Recalls are great times to prioritize healer CDs for, as the whole raid has to move for several seconds during these, meaning healers can’t fully plant their feet
  • Don’t stand in bad, nuke boss, collect loot, then cry because the next bosses are a huge step up from the first 3
  • Below, we’ve typed out the timeline of all Val’kyr abilities. Your timings may differ a bit, this is based on our first kill. Skyja lands at 1:20, and we documented everything after that point

Valkyr Timeline

Boss 3 landing = 1:20

  1. Lines & meteor – 0:22
    1. Small bombs – 0:33
  2. Small soaks 2:05
    1. Big Circles + shield – 2:10
    2. Word of Recall 2:35
      1. Big circles + shield + small soaks
      2. Old shield still up during this
  3. Kyra wings of rage – 2:50
  4. Lines & meteor – 3:20
    1. Signe – 3:34
  5. Recall – 3:45 – lines, meteor
  6. Kyra – 4:07
  7. Soaks – 4:33
    1. Small bombs 4:40
    2. Meteor + Signe – 4:45
  8. Word of recall – soaks + small bombs + meteor – 5:00
  9. Kyra – 5:23
  10. Big bombs – 5:45
    1. Small bombs – 5:52
    2. Shield & Signe – 6:00
  11. Word of Recall – big bombs, small bombs, shield – 6:13

Mythic Eye of the Jailer Boss Guide

July 14th, 2021

Written and produced by Crzypck

Special thanks to our consultant: Tagzz

← Back to Guides
Disclaimer: This guide assumes you know and understand how to defeat the heroic encounter, and as such will not be talking about basics of the boss itself. This is intended to teach you the differences between heroic and Mythic, and how to defeat the Mythic version. If you need a refresher on the basics of the encounter, please visit our heroic guide. 

Mythic Changes

  • Hopeless Lethargy
    • Puts a debuff on 3 random players
    • Denoted by a greyish circle animation around the targets, along with an arrow above your head
    • Anyone within the circle takes 5500 Shadow damage per 1.5 seconds
    • Also slowed by 50%
    • Happens periodically whenever you’re fighting the Eye
  • Scorn & Ire
    • Debuffs go out during Stage 2, while fighting the Deathseeker Eyes
    • Each player in the raid gets 1, either Scorn, or Ire
      • You get your first debuff based on whichever add you’re within 70 yards of
      • If you’re within 70 yards of both, your debuff is random
      • Because of this, you can control who gets which debuff by simply assigning people to be near where each Deathseeker Eye spawns

  • Both debuffs work the same way – deal 1k Shadow every 1.5 seconds for 9 seconds
  • Gain a new stack every 8 seconds during this phase, meaning the damage ramps up over time
    • You continue getting new stacks based on which add you’re near
  • If you run into a player with the opposite debuff, you each explode and die
    • This explosion also does 41k Shadow damage to all other players
  • Deathseeker Eyes
    • These need to be tanked a minimum of 55 yards away on mythic, or Shared Suffering triggers & wipes the raid

 

Mythic Strategy

Composition

  • We recommend 2 tanks, 4-5 healers, and 13-14 DPS. There’s two different ways to handle stage 2, which dramatically alter the healing requirement. In general, you’ll likely be able to defeat this with 4 healers, so start with that. Only add the 5th healer if neither option below works for your raid.

Stage 1

  • Largely the same as heroic, with a couple notable things
  • Players with Hopeless Lethargy should move away from the group, towards an edge. Make sure you don’t run into people
  • When the Stygian Abductor casts Dragging Chains, all non-tank players who don’t have Hopeless Lethargy should help soak the circle, and help split the chain pull
    • Having less than 10 soak will likely cause people to be yoinked off the side
    • Use movement abilities here like Stampeding Roar or Wind Rush Totem, if available
  • Tanks need to make sure they’re using mitigation properly when Deathlink is cast – the more damage you take as a tank, the worse your raid gets pummeled
  • Dodge swirlies, don’t get hit by the spinning lazer, kill the add after it lands

Stage 2

  • You have two options here
  • Option 1
    • Option 1 is basically split the two adds on either side, and whatever debuff you get at the start, you stay on that boss’s side the entire Stage 2

  • By doing this, you have very little movement during Stage 2, and just sit and nuke
  • The tradeoff is you’ll get a large amount of stacks, likely up to 8-9 stacks. This hurts, and is a healing check. Kill the Deathseeker eyes before the DoTs overcome your healers
  • We recommend giving this a couple tries, and see if you have the DPS. If not, use option 2 listed below for a few weeks. Try Option 1 again as your raid continues to gear up
  • As the damage ramps up later on with this option, don’t be scared to pop healer CDs. The damage gets pretty nutty, so keep yourselves alive
  • Option 2
    • This involves swapping which sides the raid is on at 4 stacks of the debuffs. Everyone except the tanks will move to the opposite add, causing your debuff to swap, which resets your stacks back to 1
      • The biggest benefit here is a substantial reduction in damage intake by your raid, making it far more easy to 4 heal, and allowing you to 4 heal with lower overall raid DPS
      • The downside is a lot of additional movement & downtime
    • The players on the Scorn side should take a wide loop towards the bottom of the room, and move to the Ire add
      • The Ire players should use the harpoons to lob themselves to the Scorn add
      • This way, there’s no chance of people accidentally crossing paths
      • Do this once per occurrence of Stage 2, when the raid has 4 stacks of their respective debuffs

  • Regardless of which option you choose for dealing with stacks, the player with Desolation Beam should just move off to the side a bit. Make sure you’re away from other players and nobody is inside your circle
  • Make sure to drop the goop puddles from Spreading Misery towards the edges of the room

Stage 3

  • Pop lust immediately upon entering stage 3, OR, at the 6 minute mark into the fight
    • The 6 minute mark is nice because it means all 2 and 3 minute CDs should be available
  • Handle everything else like in Phase 1. Don’t eat swirlies, Hopeless Lethargy people move away, don’t get lazered, tanks stay healthy for Deathlink, move away with Desolation beam, everyone help soak the Dragging Chains
  • Immediate Extermination ticks for 16k Shadow every 6 seconds, and reduces the raid’s healing taken by 10% per stack
    • Kill the boss before you can’t heal the raid
    • Healers should use whatever CDs they have left as this stage progresses to try and keep everyone stable as long as possible

Mythic Tarragrue Boss Guide

July 14th, 2021

Written and produced by Crzypck

Special thanks to our consultant: Tagzz

← Back to Guides

Disclaimer: This guide assumes you know and understand how to defeat the heroic encounter, and as such will not be talking about basics of the boss itself. This is intended to teach you the differences between heroic and Mythic, and how to defeat the Mythic version. If you need a refresher on the basics of the encounter, please visit our heroic guide. 

Mythic Changes

  • Remnant of Forgotten Chains
    • This now creates 2 soak circles per occurrence, meaning double the amount of negative effects coming out
    • The individual debuffs from soaking are also now permanent
    • On PTR, this was cast at 0:50, then every 30 seconds for the duration of Phase 1
    • You can reasonably expect 5-6 casts of this, before you push the start of Phase 2
    • As such, you’ll be looking at 50-60 debuffs to spread across the 20 person raid
  • Unstable Form
    • This is one of the Anima Powers you’re able to obtain for this fight
    • It’ll periodically remove 1 stack of a debuff on you
    • Since the debuffs from soaking are permanent, this effect is extremely powerful because it’ll remove stacks over time

Strategy

  • Lust on pull
  • Basically everything gets handled like you did on heroic, except the Remnants of Forgotten Chains
    • You’ll want to at least partially plan out soaks
    • Have your tanks as first priority to soak Soulforge Heat, as they’ll already be taking large amounts of damage
    • You’ll likely want someone to help the tanks soak later on, and don’t really want them getting more than 10 stacks of Soulforge Heat
  • Have 2-3 people take the Unstable Form Anima Power, including a tank or 2 if possible
    • Then, prioritize these people as your soakers for the rest of the circles
    • Outside those people, have the rest of the raid help as much as possible. Cap stacks any one non-tank player has at 5
  • Make sure to have players with the Ever-Beating Heart soak the chain, just like heroic
  • Dodge bad things, spread for the fear, and do the Mist dance
  • Once the boss reaches 10% HP and casts Jailer’s Gaze, your tanks should kite like mad – stay away as long as possible and blow all available CDs when the boss gets close. The longer the boss is chasing tanks, the longer full DPS uptime your raid has

Heroic Sylvanas Windrunner Boss Guide

July 9th, 2021

Written and produced by Crzypck

Special thanks to our consultant: Tagzz

← Back to Guides

Sylvanas Windrunner

This is a multi-stage encounter. Think the Jaina encounter, but on steroids. You’ll start at the top of Torghast, then running along giant chains, then in Oribos. There’s a whole hell of a lot going on in this fight.

Phase 1 Abilities

  • Windrunner
    • Ability description written by a Sylvanas simp
    • Sylvanas basically bounces all over the platform, shooting the raid with several abilities
      • Melee, don’t fret! Her hit box stays wherever she started, regardless of where on the platform she appears
    • Withering Fire
      • Shoots a volley of arrows, hits several random people for 6k Shadow damage
      • Leaves a permanent DoT on the affected players, deals 3k Physical every 3 seconds
      • Bleed effect, can be removed by anything that removes Bleeds
    • Desecrating Shot
      • Puts down large lines of small swirlies
        • It’s an absolute shitton of swirlies to dodge
      • Anyone in a swirlie when it explodes takes 25k Shadow damage
    • Shadow Dagger
      • Throws blades in a random direction, applying a DoT to anyone hit
        • Deals 5k Shadow per second for 9 seconds

  • Domination Chains
    • Puts down a bunch of purple swirlies
    • Standing in a swirlie when it explodes deals 31k Shadow damage
    • Several swirlies leave behind giant Domination Arrows in the ground
      • Each of these targets a random player, and attaches a chain to them
      • Chain pulls them towards the arrow, and deals 2k Shadow damage per second
      • Pull increases in strength by 30% per second
      • If you get pulled within 4 yards of the arrow, it explodes and deals lethal damage to you
      • These have a health pool, and need to be killed before the affected players are pulled to their deaths
      • The one benefit, though, is that being chained removes all stacks of Barbed Arrow

  • Veil of Darkness
    • Puts a big fog puddle on the ground, deals 18k shadow damage when it explodes
      • Also absorbs 29k healing every half second
      • Has 5 “stacks” it’ll try to apply to players
      • Just run out of this

  • Wailing Arrow
    • Launches arrow at the current tank, deals 20k Shadow damage
    • Also deals 58k shadow damage to anyone within the purple swirl, and dropoff damage to everyone else
    • Puts animation on the targeted player before she actually starts to cast it, giving you time to get out and get away from the group
  • Ranger’s Heartseeker
    • Gains 1 stack every 5 seconds
    • At 3 stacks, she shoots a Ranger Shot at the tank instead of a normal shot
    • This is 3 arrows fired rapidly
    • Deals 25k Physical AND 12k Shadow per arrow
    • Also applies Banshee’s Mark debuff
      • Deals 2k Shadow per second for 18s per stack
      • You’ll obviously get 3 stacks of this, since it’s 3 shots in succession
    • Blow a tank CD when this happens
  • At 84% HP, the boss starts an intermission

Intermission

  • Puts a Domination Arrow on every player
    • All these need to be killed
  • Rive
    • Shoots massive lines of bad
    • Being hit by the line deals lethal damage
    • Also throws debris along the line of bad, leaves swirlies
    • Don’t get bit by swirlies
    • Cast 8 times, then she casts Banshee Wail
    • Dodge all the lines & swirlies

  • Banshee Wail
    • Small circles around the entire raid
    • Deals damage to anyone within the circle, based on the health of that circle’s target person
    • The higher health the targets had, the less damage being hit by this does
    • Also interrupts & silences for 6 seconds to anyone hit

Stage 2

  • Sylvanas dips, and this is a gauntlet phase. You’ll be chasing after Sylvanas from platform to platform. After you complete a platform, a bridge will be made by either Jaina or Thrall to get to the next platform
    • Each platform has several adds, in addition to Sylvanas herself
    • You start on Platform 1, nothing happens here, then you follow a bridge to Platform 2
    • Here you chase Sylvanas, till she jumps to platform 3.
    • New bridge to platform 3, and here you can DPS Sylvanas
    • She ports away after a while, goes to platform 4
    • Platform 4 is your first set of adds.
    • Platform 5 is more adds
    • Platform 6 is even more adds
    • Platform 7 you DPS Sylvanas again, till she runs away. You take a portal to follow her, and go to Oribos
  • There’s a bunch of abilities this phase. Let’s start with Sylvanas
    • Ruin
      • Casted ability from Sylvanas, 10s cast
      • If this completes, it wipes the raid
      • Must be interrupted
      • She casts this after porting to a new platform. You have to run across the bridge & reach her to interrupt it
    • Haunting Wave
      • Cast from Sylvanas throughout the stage, shoots small semicircles of death at you from her, radiating out in every direction
      • 2 waves per cast
      • Being touched by a semicircle of death pushes you back, and applies a 2k per half-second DoT for 10s
        • Yes, that’s 40k damage over 10s. Freaking hurts.

    • Veil of Darkness
      • Same as during stage 1, but 3 small circles, need to move out of little circles of bad

    • Banshee Wail
      • Same as during the intermission, need to spread out
    • Banshee Form
      • Sylvanas periodically turns into a banshee and flies around. Takes 99% reduced damage while flying
  • Forces of the Maw
    • Several types of adds spawn on several of the platforms.
      • 2 categories of adds, Mawsworn and Mawforged
      • Killing the Mawforged allows you to proceed
    • Mawsworn Adds
      • Vanguard
        • Stacking aura buff called Accursed Might, increases damage done by 50%, movement speed by 10%, and health by 30%
        • Unstoppable Force
          • Smacks the ground, dealing 12k Physical to anyone within 5 yards
      • Hopebreaker
        • Enflame
          • Increases it’s own movement speed by 100%, and causes melee swings to deal an extra 10k Fire to the tank and 3k splash to the raid
        • Destabilize
          • Channeled ability that targets several people
          • Deals mild damage per second, reduces movement speed by 5% per stack, and absorbs 10% of the target’s HP in healing
          • Stacks per tick of the channel
    • Mawforged
      • Souljudge
        • Lashing Strike
          • Charges at tank, dealing 33k Physical + applying DoT
        • Crushing Dread
          • Debuffs several players, puts a circle around them and an arrow over their head
          • These players tick for 10k Shadow every 2s to anyone within the circle
          • Increases in power by 10% per tick
          • If dispelled, gets swapped onto another random player
          • Keeps doing this until the Souljudge is killed
      • Summoner
        • Creates 4 Decrepit Orbs
          • Every 6s these increase their damage dealt by 50%
          • Explode when they die, or when their cast completes, dealing 4k Shadow to the entire raid
            • This is increased by their stacks that they gain every 6s

      • Curse of Lethargy
        • Puts a curse on several people, deals 12k Shadow instantly plus 2k Shadow per second
          • Also reduces movement speed by 30%, stacking every 3 seconds
        • Each cast by the player increases the duration of this curse by 1 second
      • Goliath
        • Fury
          • Stacking buff, gains 1 stack each consecutive attack against the same target
          • Each stack increases damage by 6% and attack speed by 5%
    • You get 2 Mawforged per platform, and 3-4 Mawsworn
    • Platform 4 = Souljudge + Goliath
    • Platform 5 = Summoner + Goliath
    • Platform 6 = Summoner + Souljudge

Stage 3

  • Stage 3 occurs in the middle of Oribos, where the covenant leaders meet
  • There’s 4 platforms around the room you’ll be using, jumping from platform to platform as necessary
    • Invigorating Field – bounces you to the next platform over. Doing so also increases your movement speed by 30% for 5 seconds
  • Banshee’s Bane
    • Puddles that get placed on the floor from several abilities
    • Running over a puddle makes you pick it up, giving you a DoT that deal 1k Shadow damage per second
    • Dispelling the DoT drops the puddle back on the ground
  • Bane Arrows
    • Puts swirlies on the ground, shoots arrows at the swirlies, Banshee’s Bane puddles get left where the swirlies were
    • Don’t get hit by the swirlies, they deal mild damage

  • Banshee’s Heartseeker
    • Similar to Ranger’s Heartseeker in Stage 1
    • Boss gets a stack every 7 seconds
    • At 3 stacks, shoots 3 arrows at the tank. Each deals 33k Physical and 10k Shadow damage. Each also applies a stack of Banshee’s Bane
  • Banshee’s Fury
    • Boss does an AoE explosion, dealing 7k shadow per second for 4s to the raid
    • After 4s, all Banshee’s Bane DoTs on players explode, dealing an additional 11k Shadow to anyone who still has a DoT, per stack
  • Wailing Arrow, Veil of Darkness, and Banshee Scream are all carry-overs from Stage 1
    • Wailing Arrow now targets 2-3 people back to back
    • Veil of Darkness is small circles on 2 people
    • Banshee Scream puts circles on everyone
  • Shadow Dagger
    • Puts thin lines on the floor, with Sylvanas as the center, then she throws the daggers down the lines. Don’t stand on lines

  • Withering Fire
    • Deals 6k Shadow to everyone. Just extra damage to heal through
  • Raze
    • Shoots a giant arrow at the center of the platform, dealing 25k Shadow to everyone on the platform, plus covers the area in goop
    • Goop deals 8k Shadow damage every 0.5 seconds
    • This also destroys the Invigorating Field on that platform, meaning you can no longer jump off it
    • Basically, anyone actually hit by this, dies

Strategy

Stage 1

  • So let’s preface a bit – there’s a shitload of abilities listed above. The actual fight is NOT as complicated as that makes it seem
  • Tank the boss in the middle of the room
    • Raid should be loosely spread around the room. Don’t be clumped up
  • Tanks will need to swap when the boss targets the active tank with Wailing Arrow
    • If you’re the Wailing target, run the hell away. Get to an edge of the room so you don’t blow up the raid
  • When the boss casts Windrunner, dodge the swirlies. They come out in several shapes and formations, just don’t stand in the bad
    • Withering Fire just needs to be healed through
    • Shadow Dagger is a conal ability, so being loosely spread should help lessen the amount of people actually hit by this
    • You may want to use a healing CD to keep everyone stable throughout the Windrunner cast
  • When the boss casts Domination Chains, dodge the swirlies
    • Anyone that gets chained to an arrow needs to run away from said arrow
    • All DPS should swap and blow up the arrows, so you don’t have people get killed as the pull gets stronger
    • Use a Stampeding Roar here if you have one, to help people keep away from their arrow (make sure to save 1 of these for the intermission)
  • For Veil of Darkness, just run out of the giant circle. Don’t get hit by this, it’s bad news
  • When she casts Ranger’s Heartseeker at the tank, POP A COOLDOWN. This freaking hurts and can easily blast a tank down, especially prot pallies
  • At 83%, she goes immune and starts the intermission, which stays on the same platform

Intermission

  • Once the intermission starts, she immediately casts Domination Arrow on every single player
    • Since this is on everyone, it’s super damn dangerous
    • Stack up near the middle of the room, so the arrows are close to each other for AoE
    • As soon as the swirlies go out, run the heck away
    • Your raid should do everything they can to blow up the arrows as quickly as possible
    • Use any movement abilities here you can
  • While you’re working on the Arrows, the boss will just cast Rive back to back
    • Do not get hit by the line
    • As soon as she shoots down the line, swirlies will spawn next to the line
    • Don’t get hit by the swirlies
  • After casting Rive 8 times, she’ll port to the middle and cast Banshee Wail
    • Everyone just needs to spread here, don’t overlap circles
  • When that ends, you’ll go into a 30 second cutscene. Even if you skip the cutscene, you’re still stunned for 30s. Once that ends, you’ll enter Stage 2

Stage 2

  • Stage 2 is fairly straightforward – it’s a gauntlet. You’re going from platform to platform, completing each step
  • Platforms 1 & 2 you just run through. The bridge to Platform #2, and that platform itself, will have the Haunting Wave semicircles of death. Dodge those.
  • On Platform 3, you just run up to the boss and start DPSing. You have 40 seconds of burn time here before she runs away to the next step
    • Interrupt Ruin before it completes
    • DPS her right where she is – the front of the platform
    • About 20 seconds into this burn, she’ll cast Veil of Darkness. These are smaller circles during this point of the fight, so you’ll need to spread out on the platform and make sure you aren’t standing in a circle
    • Right before she runs away, she’ll cast Banshee Wail. Make sure you’re spread for this, don’t stand in other people’s circles
  • As you cross the bridge towards Platform #4, you’ll have to dodge more Haunting Wave semicircles
    • Once you reach Platform #4, you’ll be greeted by adds. A Goliath, a Souljudge, and several small ones
    • Just blow these up. There isn’t much counterplay to the Souljudges or Goliaths than killing them
    • Once these all die, proceed down the bridge to the next platform
  • On Platform #5, you’ll get a Summoner and a Goliath
    • Blow up the Summoner orbs ASAP, to minimize the explosion damage
      • You may want to stagger these slightly, to make it a bit easier to heal through
    • As soon as orbs die, turn and destroy the rest of the adds
    • Then, move to Platform #6
  • On platform #6, you’ll fight a Summoner and a Souljudge
    • Again, blow up the orbs
    • You’ll want to use some healer CDs here. The damage is kinda nutty between the Crushing Dread DoTs plus the orbs exploding, so use CDs to stabilize
    • Once you finish up the adds, move on to the last platform
  • Platform #7 is Sylvanas again, this time you get about 45 seconds of DPS time on her
    • Interrupt Ruin again here, before it completes
    • She’ll cast Haunting Wave at the beginning of this, so dodge the semicircles of death
    • Don’t get hit by Veil of Darkness, spread for Banshee Wail
    • Once your time is up, she’ll fly away again
    • Shortly after she flies away, you’ll get ported into Oribos, and enter Stage 3

Stage 3

  • This is a hectic stage with a lot of things going on, but it points down to two things – handle the puddles, and swap platforms when Raze happens
  • When the boss casts Banshee’s Fury, pop a healer CD to keep the raid stable, especially if there’s still people with stands of Banshee’s Bane
  • When she casts Bane Arrows, it’ll spawn the puddles on your platform, and every other platform
    • Have your tank run over all the puddles and soak um up, then run to a far corner on the platform
    • If Banshee’s Heartbreaker is about to happen, the tank picking up puddles should also be the one to take the Heartbreaker. Pop a CD
    • Then, the tank should call for, and get, dispelled. This’ll drop all the puddles neatly in the corner where you don’t hafta worry about them
  • When Veil of Darkness is cast, spread out around the platform you’re on. Don’t be standing on anyone else
  • Targets of Wailing Arrow have to help mitigate the raid’s damage as much as possible
    • Since the platforms are small, you don’t have much to work with
    • Fortunately, you can jump to a different platform. We always went counterclockwise, but clockwise works just as well
    • The 3 Wailing Arrows will actually have Sylvanas shoot them a few seconds apart from each other. Because of this, you can send the first target to jump to a different platform, they get shot with the Wailing Arrow, then they jump back
    • As they’re jumping back, person #2 jumps across to the other platform, and repeat this again if you have a third Wailing Arrow target

  • Your active tank will ALWAYS be one of the people selected for Wailing Arrow
    • While the tank is on the opposite platform, they should run over all Banshee’s Bane puddles over there, get all the debuffs, and bring them back to the platform the raid is fighting on
    • Then, move to a corner and call for a dispel
  • When Shadow Daggers go out, don’t stand on the lines
  • Then finally, when there’s about 5 seconds left on your boss timers before Raze, dispel anyone that has a Banshee’s Bane debuff to drop the puddles
    • As soon as she starts the cast, everyone should jump across to whatever platform the Wailing Arrow players had been going to
    • Since your tank had already been there and cleared puddles, it should be a totally clear platform to use
    • Absolutely do not be late jumping off the platform, or you’re just dead
  • You’re going to keep repeating this until either you die, or the boss dies.
    • Raze happens every 1:12 during Stage 3. The fourth and final Raze cast completing is essentially the raid wipe, so you have about 4:48 plus/minus maybe 3 seconds, to complete this phase

Heroic Kel’Thuzad Boss Guide

July 9th, 2021

Written and produced by Crzypck

Special thanks to our consultant: Tagzz

← Back to Guides

Kel’Thuzad

KT is a three Stage encounter. You’ll alternate between Stage 1 and Stage 2 three separate times. Once you’ve completed Stage 2 for your third and final time, you’ll transition into Stage 3. Being that this is the penultimate boss of the raid, there’s a whole hell of a lot going on, including two separate planes of existence for Stage 2. 

Stage 1 Abilities

  • Kel’Thuzad has a mana bar. Several abilities cost Mana
    • He only uses Mana in Stages 1 and 3
    • Abilities using mana include Oblivion’s Echo, Glacial Wrath, and Frost Blast 
    • In Stage 1, abilities cost 20% mana. In Stage 3, they cost 40%
  • Howling Blizzard
    • When KT reaches 0% Mana, he casts Howling Blizzard for 20 seconds that’ll leave ice patches on the ground
    • Standing in ice patches deals 13k Frost damage per second
    • These patches grow over the 20 second cast, then explode, dealing 50k Frost to anyone inside a puddle. 
      • This is similar to how Wrathion’s fire patches worked. Start small, grow over time, then explode
      • They’ll cover a large portion of the room, so you’ll need to find a safe spot
    • When this cast finishes, the boss’s Mana is reset to 100%
  • Soul Fracture
    • Tank smack, deals mild Shadow damage & knocks the tank back
    • Also creates 3 Soul Shards of the tank
      • These are adds that spawn around the room, and must be killed
      • Each add applies a stack of Soul Exhaustion to the tank who was hit with Soul Fracture
        • Each stack increases Physical damage taken by 500%
        • Lasts 1 minute
      • Killing a Soul Shard removes a stack of the tank’s debuff
      • In addition to all this, the adds periodically cast Piercing Wail, dealing 12k Shadow damage to the raid
    • If all 3 Soul Shards are not killed within 1 minute, the affected tank dies. 
  • Oblivion’s Echo
    • Puts a green circle debuff on several players for 6 seconds
    • Being inside the circle silences and pacifies you, 10 yard range
    • When this expires, it’ll leave the same circle just on the ground for 6 seconds
      • After 6 more seconds, the ground circle expires, and a Frostbound Devoted add spawns
        • These adds fixate a random target, and explode for 33k Shadow damage to anyone within 5 yards if they reach their target
  • Dark Evocation
    • Kel’Thuzad revives all slain Frostbound Devoted and makes them fixate again, and all slain players are resurrected and Mind Controlled to fight for KT
      • Kill your friends. You didn’t need them anyways, damn leeches.
  • Glacial Wrath
    • Puts a blue arrow above several players’ heads
    • After a few seconds, puts a swirlie down next to the targeted players. The swirlie then explodes, dealing 29k Frost damage to anyone hit & knocking them back
    • Leaves behind a Glacial Spike
      • These have a health bar, and lose 5% HP every 2 seconds
      • When they die, they explode and cast Frozen Destruction
        • Deals 16k Frost to all players, and applies a DoT to the raid
        • DoT deals 2k Frost per second for 10 seconds. Stacks. New stacks refresh duration
  • Frost Blast
    • Puts a giant soak circle on a random player, explodes after a few seconds
    • Deals 165k Frost damage, divided evenly by everyone hit
      • Also gives everyone hit a DoT, deals 5k Frost per second for 12 seconds
      • Also puts Frozen Binds on everyone hit, rooting them for 12 seconds
        • Dispellable, breaks from basically any anti-root ability. 
  • Ice Shard
    • Tank smack, deals a big chunk of Physical damage
  • When Kel’Thuzad’s HP reaches 0%, you transition into Stage 2. 

 

Stage 2 Abilities

  • In Stage 2, there’s two distinct planes of existence – the main platform and the Phylactery
    • In the KT plane, you’ll be fighting some undead-type adds
    • In the Phylactery plane, you’ll be killing the Remnant of Kel’Thuzad
    • The phase ends either when Vengeful Destruction & Undying Wrath go off, OR when the Remnant has lost 40% of his HP (or died)
    • Remnant’s HP persists through the encounter. The first Stage 2 ends when it reaches 60% HP remaining, second Stage 2 ends at 20% HP remaining, third Stage 2 ends when the Remnant dies.
  • At the beginning of Stage 2, KT becomes untargetable and starts casting Vengeful Destruction
    • Lasts 45 seconds
    • If this cast goes off, deals 50k Shadow to the raid
    • Interrupted when the Remnant has lost 40% of its HP (or dies)
  • Also at the beginning of the phase, KT turns green. Running and standing directly under KT ports you into the Phylactery plane
  • Kel’Thuzad’s Plane
    • KT summons some undead mods
    • Unstoppable Abomination
      • Abomination add, smacks your tank for big chunks of Physical damage
      • Also casts Demonish, shooting a wave of necrotic energy in a straight line towards a random player, dealing 31k Shadow to anyone hit
    • Soul Reaver
      • Banshee add. Periodically casts Banshee’s Cry
        • Launches a missile at random players every second, dealing 6k Shadow to the targets
        • Each set of missiles has their damage increased by 25%
        • Interruptible
    • Undying
      • Any adds killed in the Kel’Thuzad plane while the Phylactery is still open (meaning before the Remnant has lost 40% HP or dies), respawn after being dead 10 seconds and continue fighting you
  • Phylactery
    • Remnant of Kel’Thuzad stands there and lets you wail on him, but casts several things at the platform
    • Sinister Miasma
      • Deals 400 Shadow damage every 2 seconds while in the Phylactery
      • Stacks, meaning the damage down here ramps up dramatically over time
    • Shadow Fissure
      • Blue swirlies constantly appearing on the ground, exploding after a few seconds and dealing 31k Shadow to anyone hit by the explosion
      • Just move out of swirlies
    • Freezing Blast
      • Frontal ice thing, exactly like what Jaina did
      • Casted at a random player in the Remnant’s plane
      • Deals 10k Frost to anyone hit, and roots them
    • Glacial Winds
      • This ability is only present in your 3rd and final Stage 2
      • Creates several tornados that radiate out from the caster, spinning around the room from the center, eventually to the edge
      • Deal 1k Frost to anyone who touches them, and roots you for 4 seconds
    • Undying Wrath
      • When the Remnant reaches either 60% or 20% HP, he starts casting Undying Wrath
      • This is a 10s cast, and basically kills anyone who stays in the Phylactery plane
      • This is when you run to the portal and leave
  • Soul Marked
    • If you enter the Phylactery, then leave it, you’re unable to re-enter during that specific occurrence of Stage 2. 
    • This does NOT prevent you from going into each Stage 2 Phylactery. 
    • You CAN have the exact same group go down each Stage 2
  • Lots of info in this section, so let’s sum it up
    • There’s 2 Planes here – KT and Remnant
    • KT plane = undead adds that respawn 10s after they die
    • Remnant plate = swirlies and frontal, plus tornados the 3rd time
    • You have 45s to push the Remnant 40% HP
      • When the Remnant casts Undying Wrath, if you’re in his plane, run to the portal and GTFO
  • You’ll repeat Stage 2 three separate times. 
    • Necrotic Surge
      • Each time a Stage 2 ends, Kel’Thuzad revives with 100% HP and increases his damage by 5%
      • Also causes Oblivion’s Echo and Glacial Wrath to target more people for the remainder of the encounter
    • Necrotic Empowerment
      • Any adds that aren’t dead on the main platform when Stage 2 ends are buffed, increasing damage by 25% and becoming immune to crowd control
    • Once you’ve completed the third Stage 2 and the Remnant is killed, you’ll enter Stage 3

 

Stage 3 Abilities

  • Sinister Miasma
    • Same thing as in the Phylactery – 400 Shadow damage every 2 seconds, stacks, damage ramping up over time
  • Deep Freeze
    • Creates ice patches periodically that last for the remainder of the encounter
    • Standing in ice deals 13k Frost damage per second
  • Onslaught of the Damned
    • Kel’Thuzad calls more of the Stage 2 adds throughout all of Stage 3, which must be tanked and killed
    • Additionally, whenever this is cast, any dead players are resurrected & mind controlled to fight for Kel’Thuzad
  • Frost Blast & Ice Shard
    • Same as in Stage 1

 

Strategy

Stage 1

  • Tank Kel’Thuzad a bit off-center
  • When Soul Fracture goes out, tank swap on boss
    • The raid should kill off the Soul Shards as quickly as possible, so you don’t miss the 1 minute timer and have your tank just die, and to minimize how many casts of Piercing Wail go off
  • Players affected by the Oblivion’s Echo debuff should move towards the edges of the room to drop their circles
    • When the Frostbound Devoted adds spawn, throw some slows up on them and DoT them up
    • These aren’t #1 priority, but you don’t want to completely ignore them
    • If you’re fixated by one of the adds, just kite it. Don’t let it reach out
  • Players affected by Glacial Wrath should make sure they’re not standing on top of each other
    • When the Glacial Spikes pop out, you’ll need to stagger killing them because of the DoT stacking
    • Your Raid Leader should mark a Skull, and all DPS should hardswap to this and blow it up
    • When the DoT has 2 seconds left, the Raid Leader should call the next Spike to kill, and DPS should swap
    • Continue this for the remaining Spikes
    • When the RL calls for killing a Spike, that becomes absolute #1 kill priority above all else
    • Whichever Spikes aren’t actively being focused, should largely be ignored. Don’t DoT or pad on the rest of them – it could actually cause a wipe if you accidentally kill a Spike too early and the raid’s debuffs refresh
  • For Frost Blast, you’ll want 5 or 6 people helping soak to split the damage. More than 8 soakers could be an issue due to the DoT effect everyone gets.
    • Use whatever you can to break the roots. Dispels, Mass Dispel, Blessing of Freedom, whatever you have
    • If possible, use a damage mitigation CD like AMZ or Barrier to help with the initial damage of the explosion
  • When the Howling Blizzard is cast, find a safe zone
    • There will be several safe zones of varying sizes. Any works, just make sure you don’t stand in a puddle
  • After Kel’Thuzad casts Dark Evocation, make sure to slow the adds that respawn and throw DoTs on them. If there’s no Spikes or Soul Shards out, blow up the Devoted dudes
  • For the second and third occurrences of Stage 1, keep in mind the buffs KT gets
    • The second Stage 1, he’ll do 5% more damage. The third, he’ll be doing 10% more damage
    • Additionally, there’ll be more people getting Oblivion’s Echo and Glacial Wrath each time
      • This means more Frostbound Devoted adds each time, and more Glacial Spikes
      • The Spikes in particular get to be an issue
        • By the 3rd Stage 1, you’ll likely need to kill 2 Spikes at the same time early on, using at least 1, if not 2, healing CDs to keep the raid stable. Without doing this, you simply might not have enough time and risk an accidental refresh instead of an intentional one

 

Stage 2 Strategy

  • Since there’s 2 distinct planes you fight on, we’ll discuss each separately
  • You should send down about ⅓ of your DPS for each Stage 2
    • You’ll want to send down your bursty single-target DPS for this. You can send down the same group each time, so having good ST burst helps speed this phase up
    • Tanks do not need to go into the Phylactery 
  • Kel’Thuzad’s plane
    • Tanks need to pick up the adds, make sure they aren’t just smashing your raid
    • Interrupt the Soul Reaver casts as much as possible
    • In an ideal world, coordinate killing the adds when the Phylactery folks, so the adds die within 10 seconds of the Remnant reaching his health breakpoint
    • By doing this, you’ll avoid respawns of the adds completely
  • Phylactery plane
    • Dodge swirlies, they come pretty much non-stop
    • Don’t get hit by the frontal. It’s super obvious, literally the same spell that Jaina did
    • In the third Stage 2, avoid the tornados. They start at the boss, spinning outwards. Probably wait a few seconds before going in, or they’ll just blast through you
    • Coordinate your push timing if possible, as stated above

Stage 3

  • You’ll want to pop lust as soon as Stage 3 begins
  • This is a wild, chaotic race
    • Sinister Miasma means there’s ticking damage the whole Stage, increasing in power the longer the boss lives
  • Deep Freeze will slowly fill up the encounter room, forcing you to move to avoid the puddles and have space to work with
  • Adds continue spawning, meaning you have to deal with them. Tank them on the boss for cleave/AoE, but focus damage should be on Kel’Thuzad himself
  • Keep soaking Frost Blast as you were in Stage 1
    • As you get into the later stages here, it may be worthwhile to just sacrifice the target of Frost Blast

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Heroic Fatescribe Roh’Kalo Boss Guide

July 5th, 2021

Written and produced by Crzypck

Special thanks to our consultant: Tagzz

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Fatescribe Roh-Kalo

Fatescribe Roh’Kalo is a three-stage encounter, but Stage 2 is basically just an intermission. 

Stage 1 Abilities

  • Invoke Destiny
    • Puts a large circle around the current tank, lasts 8 seconds
    • When this explores it explodes, dealing 45k Shadow to all players within the circle
      • Also deals falloff damage to the rest of the raid
    • Shade of Destiny
      • A Shade of Destiny add spawns at the location of the explosion
      • Fixates the tank who had Invoke Destiny
        • This tank takes 75% increased damage as long as the Shade is alive
        • If the Shade reaches the tank, it’ll explode, putting a likely lethal DoT on the raid.
          • Deals 16k Shadow damage every 2s for 10s, applied to the whole raid
    • Fatespawn Anomaly
      • When the Shade of Destiny dies, several Fatespawn Anomaly adds spawn
      • These cast Anomalous Blast, a targeted cast at random players dealing 13k Shadow damage.
        • This can be interrupted
  • Diviner’s Probe
    • Whenever the tanks swap, the boss gains 3 stacks of Diviner’s Probe
    • He’ll use a stack every 2.5s, dealing 22k Shadow damage to the tank each time
  • Twist Fate
    • Puts a DoT on several players, dealing 7.5k Shadow damage every 2s for 6s
  • Fated Conjunction
    • Boss triggers lazer beams from the edges of the room that shoot straight across the encounter area
    • Deals 39k Shadow to anyone hit, and increases damage taken by subsequent Fated Conjunctions by 50% for 1 minute

  • Call of Eternity
    • Puts a 20 yard circle around several players, dealing 7k Shadow damage every 2s for 8s
    • After 8s, the circles explode, dealing 41k Shadow damage to all players except the person who had the debuff
    • Leaves behind an Echo of Eternity
      • This is a small orb on the floor
      • The orbs don’t do much, but look kinda cool
      • However, for the rest of the encounter, whenever a fresh set of Call of Eternity circles explode, all existing Echoes of Eternity also explode, dealing 33k Shadow to anyone standing within 20 yards

Stage 2 – Intermission Abilities

  • At 70% and 40%, the boss casts Realign Fate, activating the Loom of Fate
    • Takes 99% reduced damage during this
    • You have 40 seconds to successfully align the Loom of Fate, or the raid insta-wipes
  • Unstable Accretion
    • For the duration of Stage 2, the entire raid takes 5800 Shadow damage every 3 seconds
  • Fatespawn Monstrosity
    • Little add dudes, need to be tanked
    • Increase their Physical damage dealt by 10% every 8 seconds
    • Cast Despair, dealing 18k Shadow per 2s for 6s to anyone within 40 yards, and reducing their movement speed by 33% for the duration of the DoT
      • Interruptible
  • Fate Fragment
    • Little orbs that float around the room. Deals 29k Shadow damage if you hit one, and reduces your movement speed by 33% for 7 seconds
  • Loom of Fate
    • The boss activates the 6 rings around the platform
    • Each ring will have a large blue circle on it, this is your target spot
    • Each ring will also have a blue Rune activate
    • The left picture below is the target spot, the right picture below is the rune
    • The goal is to get each rune into its target spot
    • Several players will get empowered, and have the ability to influence how a ring is spinning
      • Having an ODD number of empowered players in a ring will make it rotate Clockwise
      • Having an EVEN number of empowered players will make a ring rotate Counterclockwise
    • You’ll need to rotate each ring until the rune reaches the target spot
      • You need to stand ON TOP OF the rune for your ring to spin
    • The moment a rune hits the target spot, both despawn
    • You have 40 seconds to successfully clear all 6 rings. Failure to do so results in an instant wipe. Successfully clearing the rings will end Stage 2, and push you back into either Stage 1 or Stage 3
    • Example of completing a Rune:

Stage 3 Abilities

  • You enter Stage 3 after completing the second Stage 2 intermission, with the boss at 40% HP
  • The boss retains all his Stage 1 abilities
  • In addition to this, he now periodically casts Extemporaneous Fate, re-activating the Loom of Fates
    • Only 2 rings activate for this instead of all 6
    • However, you only have 30 seconds to clear all the runes, or the raid insta-wipes
    • Same number of players get empowered as in Stage 2
    • They still spin the same as before, ODD = Clockwise, EVEN = Counterclockwise

Strategy

Stage 1

  • You should tank the boss near the middle of the room
  • Tanks need to swap when Invoke Destiny goes out
    • The tank with the debuff needs to run away from the group, wait for the explosion to go off somewhere safe, then run away from the Shade of Destiny. Remember, you’ll almost certainly cause a raid wipe if the add reaches you. The raid leader will be pissed, the healers will be pissed, that one DPS who was already dead from failing a mechanic will be pissed. Just not good overall
    • All ranged DPS should immediately swap to the Shade of Destiny add
    • When the Shade dies, finish up the Fatespawn Anomaly adds. Interrupt as many casts of Anomalous Blast as possible
      • Mass Grip and Sigil of Chains are amazing here to group up the Fatespawn dudes, then let the raid AoE them down quickly
  • Diviner’s Probe isn’t really something with much counterplay, healers just have to make sure the tank doesn’t die
    • Same with Twist of Fate, don’t let people with the debuff die
  • When Fated Conjunction is cast, find where the lazers are coming from. Remember the picture above, they shoot straight through the whole platform, so you’ll need to move to the sides of where they’ll be
    • For the love of Azeroth, do not get hit
  • Players targeted with Call of Eternity need to move towards the edges of the room to drop the orbs away from the raid
    • Remember, any existing orbs will also explode with a 20 yard radius, so don’t accidentally get yourself nuked while trying to drop down a new orb
    • This is the kinda thing that gets you memed for the rest of the tier
  • When the boss reaches 70%, and 40%, you’ll enter the Stage 2 intermission.

Stage 2 – Intermission

  • Since the fight randomly assigns who gets empowered, you can’t really pre-assign certain people
  • Instead, you’ll need to coordinate between the people who do get picked
    • We recommend putting a raid marker in each ring, so the raid leader can make effective calls
  • A ring will not move at all if there’s no Empowered players standing in it
    • You’ll want to rotate each ring based on whichever spin direction is less distance between the Rune and the target location
      • Raid leader should call each color marker ring, and which direction
      • Probably want a Weakaura that shows all empowered people, so the raid leader can call out specific people for each ring as well
    • Having multiple Empowered players on a single ring does not change the spin speed, only the direction based on Odd v Even
    • This is the kind of mechanic that will probably just take a few tries to get used to, but once you figure it out, it’s fairly simple
  • While the Empowered players deal with the rings, everyone else will be working to kill off the Fatespawn Monstrosities as quickly as possible
    • Tanks should try to gather and group them up, so the raid can just AoE them down
    • Make sure to interrupt as many casts as possible
  • Do not get hit by the Fate Fragment orbs. They’re super obvious, and really easy to dodge. Just remember the 5 D’s of dodgeball – dodge, duck, dip,dive, & dodge
  • Clear all 6 rings, and the boss will re-engage. After the 70% HP Stage 2, you’ll reenter Stage 1 and rinse & repeat what you did before
    • After the 40% HP Stage 2, you move into Stage 3

Stage 3

  • Lust immediately upon entering Stage 3
  • You’ll need to handle all of the Stage 1 abilities like you did before
  • When Roh’Kalo activates rings on the Loom of Fates, you’ll need to be more careful
    • Deal with the rings like you did in Stage 2, having the Raid Leader call which empowered players should go where
    • Remember, it’s 1 person if it needs to spin clockwise, 2 if it needs counterclockwise
  • That’s pretty much all there is to say.
    • Keep running Call of Eternity to the edges, tanks swap for Invoke Destiny and handle that like Stage 1, kill adds when they come out, etc.
  • Finish off this pretty cool concept of a fight, and let’s move on to the penultimate boss

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